- UI restyling by Udi. In case you have not noticed, OA is now blue!- New effects: rocket smoke, shotgun sparks, flares.- New maps include: * am_underworks, am_underworks2, hydronex2 from ArmageddonMan * blitzkrieg3 from ArmageddonMan and Boczeq * oa_koth2 from cosmo * ps9ctf, ps37ctf from PsYthe- Map improvments include ctf_compromise, ctf_gate1, ctf_inyard and oa_minia- Angelyss team skins are more colorful- 3 new player skins, one for Beret, one for Assassin and one for Angelyss- New inclusion of the 'Challenge' system. Read here for details about it.- Empty servers without humans with 'only humans' set is now really really empty- Voting menu- Different styles of weapon bars- Various gameplay bugs fixed, like LMS survivor bug,- New server admin system as explained here.- Bots are much improved and understand the gameplay objectives better of the latter gametypes (Harvester, Overload, etc)

« Last Edit: March 23, 2010, 03:05:52 pm by leilol »

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asking when OA3 will be done won't get OA3 done.Progress of OA3 currently occurs behind closed doors alone

How do I trigger the new flares? They are not the default, and r_flaredlight and r_lensReflections taken from the SVN commits topic don't exist. If the ETA for 0.8.6 is really March, there's no reason to worry, a lot of fixes can be made and a Mac build could also come.

Half unfeeling machine, half raging horned devil. This walking nightmare has a rocket launcher for an arm and will definitely reach out and touch you. Make sure you're loaded for bear before you get to this guy.

Two very not critically bugs:It says OAX in the corner (my fault, not worth to fix because it would break pure check)The Linux binaries have timestamps from 3. January suggesting that they are from before the new flares was added. This can be fixed without breaking anything, but just in case people complain that they cannot find it.

Server admins should as minimum be aware of two new cvars (one mentioned while writing this):videoflags 7pmove_float 1

videoflags should be changed from 7 to 3 to allow vertexlight. Change to 1 to allow special configurations. Changing to 0 should never be required but is an option. The default is 7 by request but change it to suit your audience.pmove_float prevents rounding errors from affecting movement. This goes both ways, some will gain height, some will loose it. Some might not like it.

Remember that the old binaries still work, so Mac players can play. A 0.8.5 player can join a pure 0.8.1 server.

So all this hype about "no Mac version" - Why can't we Mac people just replace the RC1 (if we have it) with the pak6-patch.pk3? (This would require renaming it to pak7-patch.pk3 since pak6 is "misc" and I don't want to cause internal problems)

The .zip includes that pk3 and a bunch of other stuff, but for us Mac people...couldn't we just copy over the patch and take advantage of the updates that way?

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If you do something right...no one has to know you did anything at all.

Me and a few others were playing on the FF server with the new patch. And we noticed that we cannot jump the bridge on ps37ctf even with /com_maxfps 125 set. Me nor anyone else never had this problem in 0.8.1

0.8.5 has fps independent physics. I guess the default is "accurate" (pmove_float?) which allows smaller jumps. Try (or rather the server should be set to) pmove_msec 9 or pmove_msec 13, I've tested them on ps37ctf.

So all this hype about "no Mac version" - Why can't we Mac people just replace the RC1 (if we have it) with the pak6-patch.pk3? (This would require renaming it to pak7-patch.pk3 since pak6 is "misc" and I don't want to cause internal problems)

The .zip includes that pk3 and a bunch of other stuff, but for us Mac people...couldn't we just copy over the patch and take advantage of the updates that way?

So just update the /openarena-0.8.1/baseoa folder with the patch and then the mac version should work? Then basicly the patch also works on mac, but the mac app is just not updated right?